Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting
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Abstract (arXiv)
Ray-tracing-based 3D Gaussian splatting (3DGS) methods overcome the limitations of rasterization -- rigid pinhole camera assumptions, inaccurate shadows, and lack of native reflection or refraction -- but remain slower due to the cost of sorting all intersecting Gaussians along every ray. Moreover, existing ray-tracing methods still rely on rasterization-style approximations such as shadow mapping for relightable scenes, undermining the generality that ray tracing promises. We present a differentiable, sorting-free stochastic formulation for ray-traced 3DGS -- the first framework that uses stochastic ray tracing to both reconstruct and render standard and relightable 3DGS scenes. At its core is an unbiased Monte Carlo estimator for pixel-color gradients that evaluates only a small sampled subset of Gaussians per ray, bypassing the need for sorting. For standard 3DGS, our method matches the reconstruction quality and speed of rasterization-based 3DGS while substantially outperforming sorting-based ray tracing. For relightable 3DGS, the same stochastic estimator drives per-Gaussian shading with fully ray-traced shadow rays, delivering notably higher reconstruction fidelity than prior work.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 19 of its 32 references that are in the map. First posted on arXiv 24 Mar 2026.
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References · 19
- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
- 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
- 2023GS-IR: 3D Gaussian Splatting for Inverse Renderingcited by 220
- 20243D Gaussian Splatting as Markov Chain Monte Carlocited by 210
- 2024Mini-Splatting: Representing Scenes with a Constrained Number of Gaussianscited by 208
- 2024Taming 3DGS: High-Quality Radiance Fields with Limited Resourcescited by 198
- 20243D Gaussian Ray Tracing: Fast Tracing of Particle Scenescited by 138
- 2024StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Renderingcited by 107
- 2024Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitivescited by 90
- 20243DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingcited by 87
- 2024IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracingcited by 53
- 2025HAC++: Towards 100X Compression of 3D Gaussian Splattingcited by 52
7 more
- 2024EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesiscited by 46
- 2024GS^3: Efficient Relighting with Triple Gaussian Splattingcited by 42
- 2023Relighting Neural Radiance Fields with Shadow and Highlight Hintscited by 41
- 2024Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Mediacited by 37
- 2025SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Renderingcited by 22
- 2024RNG: Relightable Neural Gaussianscited by 13
- 2025Stochastic Ray Tracing of Transparent 3D Gaussianscited by 2
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